Server Modules

# Server Module Guides

These pages document the authoritative server-side workflows in Forge.

# Server Module Guides

These pages document the authoritative server-side workflows in Forge.

Most modules follow the same shape:

1. Server SQF gathers game context and validates mission/runtime assumptions.
2. The `forge_server` extension routes the request into the matching command group.
3. Services apply business rules through storage-agnostic repository traits.
4. The extension persists durable state through SurrealDB adapters when needed.

## Gameplay Domains

Actor
Persistent player identity, position, loadout, contact fields, and hot state.
Bank
Player funds, transfers, PIN validation, checkout charging, and bank hot state.
CAD
Dispatch requests, assignments, profiles, grouped state, and hydrated views.
Economy
Fuel, service, and medical charging rules across player and organization funds.
Garage
Vehicle storage, hot-state updates, and persistence of vehicle condition.
Locker
Player inventory storage, unique item limits, and locker hot-state behavior.
Organization
Membership, treasury, shared assets, fleet, and organization hot workflows.
Owned Storage
Owner-scoped locker and vehicle unlock storage used by org-linked features.
Phone
Contacts, message threads, and email state for in-game phone workflows.
Store
Checkout orchestration across pricing, grants, payment sources, and rollback.
Task
Task catalog, ownership, status transitions, defuse counters, and rewards.
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Forge Server Usage Examples

These examples use the domain command surface exposed by the extension. Persistence is handled by the server through SurrealDB.

Actor Usage Guide

The actor module stores persistent player character data: identity, loadout, position, direction, stance, contact fields, state, holster status, rank, and organization.